feat: add proper death from starvation and survival tasks urgency
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@@ -2,6 +2,7 @@ extends Node
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signal npc_task_changed(npc: SimNPC, old_task: String, new_task: String)
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signal village_changed(village: SimVillage)
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signal npc_died(npc: SimNPC)
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var village := SimVillage.new()
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@@ -26,9 +27,11 @@ var professions := [
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func _ready() -> void:
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randomize()
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village.update_modifiers()
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village.update_priorities()
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generate_npcs()
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print("--- Simulation started ---")
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func _process(delta: float) -> void:
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tick_timer += delta
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@@ -58,13 +61,24 @@ func simulate_tick() -> void:
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var old_task := npc.current_task
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var old_state := npc.task_state
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var was_complete := npc.task_complete
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var was_dead := npc.is_dead
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npc.simulate_tick(village)
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if old_task != npc.current_task:
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if not was_dead and npc.is_dead:
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npc_died.emit(npc)
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npc_task_changed.emit(npc, old_task, npc.current_task)
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if not was_complete and npc.task_complete:
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if DEBUG_LOGS:
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print("[SimulationManager] NPC died: ", npc.npc_name)
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if old_task != npc.current_task and not npc.is_dead:
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npc_task_changed.emit(npc, old_task, npc.current_task)
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if not was_complete and npc.task_complete and not npc.is_dead:
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var completed_task := npc.current_task
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var needs_immediate_food_after_gather := npc.should_eat_immediately_after_task()
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village.apply_npc_task(npc)
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village_was_changed = true
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@@ -72,6 +86,13 @@ func simulate_tick() -> void:
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npc.task_state = SimNPC.TASK_STATE_IDLE
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npc.current_task = "idle"
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if needs_immediate_food_after_gather and village.food > 0:
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npc.set_task("eat", 1.0)
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npc_task_changed.emit(npc, completed_task, npc.current_task)
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if DEBUG_LOGS:
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print("[SimulationManager] ", npc.npc_name, " gathered food while starving and is going to eat immediately.")
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if DEBUG_LOGS:
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print(
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npc.npc_name,
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@@ -90,7 +111,13 @@ func simulate_tick() -> void:
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" | hunger: ",
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round(npc.hunger),
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" | energy: ",
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round(npc.energy)
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round(npc.energy),
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" | starving: ",
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npc.is_starving,
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" | starvation_ticks: ",
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npc.starvation_ticks,
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" | dead: ",
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npc.is_dead
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)
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if old_state != npc.task_state:
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@@ -105,6 +132,9 @@ func simulate_tick() -> void:
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func notify_npc_arrived(npc_id: int) -> void:
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for npc in npcs:
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if npc.id == npc_id:
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if npc.is_dead:
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return
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if npc.task_state == SimNPC.TASK_STATE_TRAVELING:
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npc.start_working()
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